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Part 108
Kingdom Hearts II

Part 108

Unlock powerful Finish Commands and understand Event Bonuses in Kingdom Hearts II. Learn how to trigger specific commands and gain stat boosts to conquer your foes.

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Unlock powerful Finish Commands and understand Event Bonuses in Kingdom Hearts II. Learn how to trigger specific commands and gain stat boosts to conquer your foes.

Alright, let's dive into some of the nitty-gritty details that can really give you an edge in Kingdom Hearts II. This section covers two key areas: the Event Bonuses you can earn by defeating certain bosses and the Finish Commands that unlock new abilities and powers. Think of these as your cheat sheet for maximizing your gains and customizing your playstyle.

First up, let's look at the Event Bonuses. These are special rewards you get for taking down specific bosses in various worlds. They usually grant you either an HP boost (+HP) or a boost to your Deck, which lets you hold more command cards (+Deck). Some bosses even give you both!

LOCATIONEVENTHPDeck
Land of DepartureDefeat the Orbs of Light+5-
Castle of DreamsDefeat the Cursed Coach+5+1
Dwarf WoodlandsDefeat the Spirit of the Magic Mirror-+1
Enchanted DominionDefeat the Dragon Maleficent+10-
Radiant GardenDefeat the Trinity Armor+10-
Radiant GardenDefeat Vanitas-+1
Olympus ColiseumClear the qualifiers+5-
Olympus ColiseumDefeat Zack-+1
Deep SpaceDefeat the Unversed Horde with Stitch+10+1
Deep SpaceDefeat Gantu-+1
NeverlandDefeat Vanitas+10-
Keyblade GraveyardDefeat Braig+10-
Mirage ArenaClear Arena Mode "Wheels of Misfortune"+5-
Mirage ArenaClear Arena Mode "A Time to Chill"+10-

As you can see, tackling certain bosses not only progresses the story but also permanently buffs your character. It's always worth going back to grab these bonuses, especially the +1 Deck boosts, as they let you bring more commands into battle, giving you more options.

Now, let's talk about Finish Commands. These are special abilities that trigger at the end of a combo. You unlock them by meeting certain requirements, often related to using other commands or gaining experience (CP) and Munny. They can lead to even more powerful abilities down the line, so paying attention to these unlocks is super important for building a strong Sora.

Here's a breakdown of how they work:

  • Level 1 Finish Commands: These are your starting point. The basic 'Finish' command unlocks 'Heat Slash', 'Magic Pulse 1', and 'Gold Rush'. You get the 'Aquas start finish command' right away.
  • Level 2 Finish Commands: Using 'Heat Slash' eight times unlocks 'Heat Slash 2'. Using 'Magic Pulse 1' and earning 2,000 CP unlocks 'Ramuh's Judgment' and 'Magic Pulse 2'. Earning 1,000 Munny unlocks 'Twisted Hours' and 'Surprise! 1' from 'Gold Rush'.
  • Level 3 Finish Commands: Using 'Heat Slash 2' twelve times unlocks the 'Firestorm Command Style'. Using 'Ramuh's Judgment' twelve times unlocks the 'Thunderbolt Command Style'. Earning 3,800 CP unlocks 'Magic Pulse 3' and 'Heal Strike' from 'Magic Pulse 2'.
LEVELFINISH COMMANDLEADS TOUNLOCK
1FinishHeat Slash, Magic Pulse 1, Gold RushAquas start finish command
2Heat SlashHeat Slash 2Trigger the Firestorm Command Style eight times.
2Magic Pulse 1Ramuh's Judgment, Magic Pulse 2, Twisted HoursEarn 2,000 CP by defeating enemies.
2Gold RushTwisted Hours, Surprise! 1Earn 1,000 Munny by defeating enemies.
3Heat Slash 2NoneTrigger the Firestorm Command Style twelve times.
3Ramuh's JudgmentNoneTrigger the Thunderbolt Command Style twelve times.
3Magic Pulse 2Magic Pulse 3, Heal StrikeEarn 3,800 CP by defeating enemies.

Keep an eye on these requirements! Actively using your commands and earning CP and Munny will help you chain these unlocks together. It's all about building momentum and unlocking those powerful abilities that make combat feel so satisfying in Kingdom Hearts II.

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